Dungeon Master's Guide 5E

(Nancy Kaufman) #1
DUNGEON: TOMB
d20 Purpose
Antechamber for those that have come to pay
respect to the dead or prepare themselves for
burial rituals
2- 3 Chapel dedicated to deities that watch over the
dead and protect their resting places
4-8 Crypt for less important burials
9 Divination room, used in rituals to contact the
dead for guidance
10 False crypt (trapped) to kill or capture thieves
11 Gallery to display the deeds of the deceased
through trophies, statues, paintings and so forth
12 Grand crypt for a noble, high priest, or other
important individual
13-14 Guardroom, usually guarded by undead,
constructs, or other creatures that don't need to
eat or sleep
15 Robing room for priests to prepare for burial rituals
16 - 17 Storage, stocked with tools for maintaining the
tomb and preparing the dead for burial
18 Tomb where the wealthiest and most important
folk are interred, protected by secret doors and
traps
19-20 Workshop for embalming the dead

DUNGEON: TREASURE VAULT


d20 Purpose
Antechamber for visiting dignitaries
2 Armory containing mundane and magic gear used
by the treasure vault's guards
3-4 Barracks for guards
5 Cistern providing fresh water
6-9 Guardroom to defend against intruders
10 Kennel for trained beasts used to guard the
treasure vault
11 Kitchen for feeding guards
12 Watch room that allows guards to observe those
who approach the dungeon
13 Prison for hold ing capturea intruders
14-15 Strong room or vaul, for guarding the treasure
hidden in the dungeon, accessib le only by locked
or secret door
16 Torture chamber for ex racting information from
captured intruders
17-20 Trap or other rick designee ·o ill o r capture
creatures that e n er e dungeor

GENERAL DUNGEON CHAMBERS
d100 Purpose dlOO Purpose
01 Antechamber 53-54 Laboratory
02-03 Armory 55-57 Library
04 Audience 58-59 Lounge
chamber 60 Meditation
OS Aviary chamber
06-07 Banquet room 61 Observatory
08-10 Barracks 62 Office
11 Bath or latrine 63-64 Pantry

. 12 Bedroom 65-66 Pen or prison
13 Bestiary 67-68 Reception room
14-16 Cell 69-70 Refectory
17 Chantry 71 Robing room
18 Chapel 72 Salon
19-20 Cistern 73-74 Shrine
21 Classroom 75-76 Sitting room
22 Closet 77-78 Smithy
23-24 Conjuring room 79 Stable
25 - 26 Court 80 - 81 Storage room
27-29 Crypt 82 -83 Strong room
30-31 Dining room or vault
32-33 Divination room 84-85 Study
34 Dormitory 86 -8 8 Temple
35 Dressing room 89-90 Throne room
36 Entry room or 91 Torture chamber
vestibule 92-93 Training or
37-38 Gallery exercise room
39-40 Game room 94-95 Trophy room
41-43 Guardroom or museum
44-45 Hall 96 Waiting room
46-47 Hall, great 97 Nursery or
48-49 Hallway schoolroom
so Kennel 98 Well
51-52 Kitchen 99-00 Workshop


CURRENT CHAMBER STATE
If a dungeon has a tumultuous history, you can roll to
determine the current condition of any particular area.
Otherwise, if the room is still used for its intended
purpose, it remains intact.

CURRENT CHAMBER STATE
d20 Features
1 -3 Rubble, ceiling partially collapsed
4-5 Holes, floor partially collapsed
6-7 Ashes, contents mostly burned
8-9 Used as a campsite
10-11 Pool of water; chamber's original contents are
water damaged
1 2- 16 Furniture wrecked but still present
17-18 Converted to some other use (roll on the General
Dungeon Chambers table)
19 Stripped bare
20 Pristine and in original state

APPENDIX A I RANDOM DUNGEONS
295
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